I’ve been working on some basic FPS and TPS animations for roblox.
I stole a snippet from EgoMooses FPS tutorial to set up some procedural animation to allow the player to look up and down. I’ve paired that up with regular animations for locomotion and holding the gun.
No issues with the code itself, or my animations. They all work as intended.
The problem is, when I rotate the torso, the arms remain fixed in place pointing forward while the head and torso rotate to look up or down. The arms act as if there is some type of IK targeting applied that keeps them pointing forward. My code doesn’t add this feature. I think it’s an engine feature. I’ve disabled the built in “Animate” script in StarterPlayerScripts assuming that would be the cause. That didn’t work.
I’m starting to think it’s maybe a feature of the tool object since I’m using the built in backpack to equip and unequip guns.
Is there anyway to disable this? If there isn’t, I’m hoping someone on the studio will see this and see what kind of limitations this can create.
Just attempted to set up a fake torso by duplicating the players upper torso and welding it to the upper torso. I then set the Part0 properties of the shoulder joints to the fake shoulder. The problem persists. I’m more certain now that this is just normal behavior for tool objects in Roblox. Don’t even know why that would be a default behavior…
Decided to eliminated the tool aspect entirely to see if that was the problem.
This issue still happens even if I play the animations without the tool. This is apparently some feature of the animations. I’ve scoured the creator hub looking for a solution, posted in multiple forums and even Discord trying to figure out a way around this? How is this feature useful at all to anyone? The arms completely ignore the standard functionality of a motor6D when they are being affected by an animation? Why would joints that are connected to another joint not be affected by manually rotating the joint it’s attached to?